The home of Celia located above her family's restaurant as a converted living space. It boasts several rooms, bathrooms and all the modern amenities one could ask for, even a separate room for a particular eagle living in the building as well.
R.E.A.D → [170] → Acceleration:70 → Battle Strength:25 → Stamina:50 → Jump:25 → Air Time:25 → Reaction:60 → Air Reaction:37.5
→ Air Tracks: Emperor's Glory
► A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough to provide maximum protection without adding necessary weight. Ride on two wheels
► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
---Road Tricks
-----→Impact Wind l Rank: C -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
-----→ Flame! l Rank:E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→ Afterburner l Rank C -------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
---Trick Passes -----→ Super Stride IV Sonic Boom l Rank: F | Stamina: 1 -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1 -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
-----→ In Step: Reverse Turn Stance l Rank: F | Stamina: 1 -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
---Custom Tricks
-----→ Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing -------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post
-----→ Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
▁ ▂ ▃ ▄ ▅ ▆ ▆ ▅ ▄ ▃ ▂ ▁
◤
Celia slipped through the skylight of her apartment in a pencil dive, taking time to ride around her living room as she eased down on her speed and capped it off with a pirouette before planting her rear into the soft cushion of her sofa with one leg crossed over the other. "So this" she gestured to the large space of her apartment living room "Is your new home. We have wifi, naturally, central air, plenty of natural light and Roku. Just don't drink all of my wine and you'll have nothing to worry about" The blonde chuckled to herself before letting her head lean back with a sigh. In the comfort of her home she could let down the "Queen" persona and just be her. She had video games she could be playing but she was almost positive her father was going to call her in for work, plus she still had to show this boy around and where he'd be sleeping.
Behind the majestic woman would be the pink rider, who squirm his way inside of the window behind Celia. The sheer size of this room was impressive enough, and this was just one single room! "Wow. This place is huge. You live up here?" Komaru texted the girl as she took him on a tour of the house. With a card board box of parts in tow, he would follow along and then look over at all the decorations before a thought crossed his mind.
"Would you mind if I took a quick shower after we're done. I haven't had one for so long." ^^"
❖ OOC NOTES:
▬ ▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ > R.E.A.D.: 215 (C-Rank) x > Team: N/A x > Road: Ring
R.E.A.D → [170] → Acceleration:70 → Battle Strength:25 → Stamina:50 → Jump:25 → Air Time:25 → Reaction:60 → Air Reaction:37.5
→ Air Tracks: Emperor's Glory
► A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough to provide maximum protection without adding necessary weight. Ride on two wheels
► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
---Road Tricks
-----→Impact Wind l Rank: C -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
-----→ Flame! l Rank:E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→ Afterburner l Rank C -------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
---Trick Passes -----→ Super Stride IV Sonic Boom l Rank: F | Stamina: 1 -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1 -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
-----→ In Step: Reverse Turn Stance l Rank: F | Stamina: 1 -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
---Custom Tricks
-----→ Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing -------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post
-----→ Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
▁ ▂ ▃ ▄ ▅ ▆ ▆ ▅ ▄ ▃ ▂ ▁
◤
Celia hopped back to her feet as she unbuckled her AT, gliding silently as the loose armor plating hung from straps behind her calves while she showed Komaru around her home, through the kitchen and to the stairs where she directed him to the right. "Down the hall and to the right is an unused guest room with a personal shower, that's yours. Water's hot so take all the time you need, my mother was the last one to stay the night so you should find some decent hair and skin products there" The blonde chuckled and gave Ko a passing pat on the rear before coasting away to her room where she removed her AT, placing them by the foot of her bed and changing into her more casual outfit, as casual as she got anyway. She strolled out of her room back into the living room, AT in hand as she let her bare feet patter along on the hardwood until she threw herself onto the sofa and giggled. It felt good to be home. Celia grunted as she stretched out dramatically on the sofa, reaching for the remote as she did so, and clicked on the television to browse the available movies for streaming while Komaru made himself busy with his new room. She'd definitely have to remember to find the key to that locked room, if memory served correctly her father's old workshop was there, plenty of space and tools for the pinkette to use for their AT. Would he be able to make her Regalia when the time came? Only the future would tell.
"Thank you so much, Celia! I'll be out soon! Promise!" (^▽^)" With that text and a very teasing butt pat, Komaru would enter the shower and close the door behind him. One lock was all it took before he would smile and then slowly begin to disrobe. First came the sweater, pants, panties, the wig, make up, everything. Until he was down to his bare essentials. The boy paused, looking in the mirror at his reflection. The one that had dishonored his parents wishes and led him to this life. A frown was painted on his face as he just stared. Maru hated it. Every pore of his body. For a male, he was cursed to look so incredibly feminine. Had he not the self discipline and not in a stranger's house, he would have punched the bathroom mirror. A feat that led him to have a broken hand way back when he was still in primary school. He tore himself away from the mirror and got into the shower. The products in here were as good as Celia and said. Then again, Maru assumed that she was wealthy enough to afford the top shelf products.
The shower in all took about maybe a few minutes or so. Once he was done, Maru would suit back up. The frilly panties slid up his hourglass shaped hips, the wig secured on his head, and she would take another few minutes to get his make up done and looking his perfect self again. Once out of the shower, she plopped the box of AT parts on the desk in his room and smiled. All done unpacking! The boy hurried back out to the living room and smiled at Celia.
"Thanks again! If you want, we can take a look at your treks now." (^▽^)"
❖ OOC NOTES:
▬ ▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ > R.E.A.D.: 215 (C-Rank) x > Team: N/A x > Road: Ring
R.E.A.D → [170] → Acceleration:70 → Battle Strength:25 → Stamina:50 → Jump:25 → Air Time:25 → Reaction:60 → Air Reaction:37.5
→ Air Tracks: Emperor's Glory
► A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough to provide maximum protection without adding necessary weight. Ride on two wheels
► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
---Road Tricks
-----→Impact Wind l Rank: C -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
-----→ Flame! l Rank:E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→ Afterburner l Rank C -------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
---Trick Passes -----→ Super Stride IV Sonic Boom l Rank: F | Stamina: 1 -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1 -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
-----→ In Step: Reverse Turn Stance l Rank: F | Stamina: 1 -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
---Custom Tricks
-----→ Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing -------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post
-----→ Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
▁ ▂ ▃ ▄ ▅ ▆ ▆ ▅ ▄ ▃ ▂ ▁
◤
Hearing the door down the hall open, Celia rocked herself into a sitting position and crossed her legs as she looked at Komaru. "You're more than welcome, this place is your home now so make use of whatever you want. I'm hoping to get this old workshop opened up but I might need to bother my dad about the key. Damn thing's locked." She sighed and picked up one of her AT, rubbing at a smudge with the end of her sleeve. "Take a look at them, the mechanics aren't anything special, just some recreational treks my dad gave me a while ago. The only unique part is the plating." she tossed them to the pinkette and stretched out on the sofa again. "I'm hoping to optimize them for much higher acceleration and friction to gain more heat for my road, but I also want to keep them lightweight." the blonde tapped the end of the remote to the tv to her forehead "My ultimate goal, as for parts anyway, is the Flame Regalia. Once I have that I'll be able to really call myself the Queen on the land and the sky..."
Komaru caught the treks thrown to him and sat down a short distance away from Celia before beginning to tinker away with them. As promised, they were just a plain old pair of ATs that anybody could probably get out and use without much of a hassle. Celia spoke of her dreams and goals to him as Maru would continue his first look over and smile at her hopes.
"Those are good dreams to have. I'll do my best to get you there. If you want, I can make you a custom pair. It'll be better than the store bought versions and with a place to put a part~" 。^‿^。"
❖ OOC NOTES:
▬ ▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ > R.E.A.D.: 215 (C-Rank) x > Team: N/A x > Road: Ring
R.E.A.D → [170] → Acceleration:70 → Battle Strength:25 → Stamina:50 → Jump:25 → Air Time:25 → Reaction:60 → Air Reaction:37.5
→ Air Tracks: Emperor's Glory
► A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough to provide maximum protection without adding necessary weight. Ride on two wheels
► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
---Road Tricks
-----→Impact Wind l Rank: C -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
-----→ Flame! l Rank:E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→ Afterburner l Rank C -------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
---Trick Passes -----→ Super Stride IV Sonic Boom l Rank: F | Stamina: 1 -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1 -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
-----→ In Step: Reverse Turn Stance l Rank: F | Stamina: 1 -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
---Custom Tricks
-----→ Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing -------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post
-----→ Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
▁ ▂ ▃ ▄ ▅ ▆ ▆ ▅ ▄ ▃ ▂ ▁
◤
Celia tapped a fingertip to her nose for a moment and pondered "Some treks with more room for parts will definitely come in handy. Honestly I wish I had the chassis from my mom's old pair. I don't know too much about her riding career but I know she had specialized wheels that had micro tread for..I want to say better traction? Again I'm not sure." The blonde sighed and rolled to her side where she propped her self up on her elbow "If you've got the resources to improve those I say do it, I'm going to try and ge access to that dammed workshop."
"Those sound like the wheels would possess better traction and friction than most wheels. If you ever get your hands on it, I'd love to take a look at it. Maybe develop you your own thing?" 。^‿^。"
Komaru was given the green light which he adored. The boy was off to go fetch his box and parts and then brought it to the couch and would get to work fast. The chassis was first, following by the engine, bearings, and other framing components. The boy worked with a fairly high speed as things were spun, locked, tightened and then drilled into place. Maru even used parts and things off of the pair that Celia's parent(s) had bought her (while she was out and searching for the keys to the workshop) and when finished, would dip into the box to get the paint. Brushes stroke over the gray and gold exterior as color filled the void. The color of red that was chosen was a bright yet mute one. It was royal looking enough for Celia, or so the boy had hoped. He gave the gold an extra layer and when done, applied a finish to help make it look official. When when all was said and done, a pair of ATs similar to Emperor's Glory were done. It was like the older pair, but contained a few improvements. For one there was slightly more bulk to help create space to house a part that could be installed in either of the sides or underneath the heels. The next improvement were minimizing the space between the wheels and the roof of their chamber. It would help create the friction needed but not enough to overheat the treks themselves.
Once he was down, Maru would present them to Celia.
"Your treks, my Queen~" (•̀ᴗ•́)و ̑̑"
❖ OOC NOTES: Created C-Rank Custom Treks (-2 AP)
▬ ▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ > R.E.A.D.: 215 (C-Rank) x > Team: N/A x > Road: Ring
R.E.A.D → [170] → Acceleration:70 → Battle Strength:25 → Stamina:50 → Jump:25 → Air Time:25 → Reaction:60 → Air Reaction:37.5
→ Air Tracks: Emperor's Glory
► A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough to provide maximum protection without adding necessary weight. Ride on two wheels
► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
---Road Tricks
-----→Impact Wind l Rank: C -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
-----→ Flame! l Rank:E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→ Afterburner l Rank C -------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
---Trick Passes -----→ Super Stride IV Sonic Boom l Rank: F | Stamina: 1 -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1 -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
-----→ In Step: Reverse Turn Stance l Rank: F | Stamina: 1 -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
---Custom Tricks
-----→ Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing -------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post
-----→ Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
▁ ▂ ▃ ▄ ▅ ▆ ▆ ▅ ▄ ▃ ▂ ▁
◤
"No, dad, for God's sake!" Celia nearly yelled as she pawed through several drawers in her kitchen "I'm not looking for the house key, I'm looking for the key to the workshop. . . because I have someone living h ere now that needs it! . . No. . no don't give the phone to. . .ugh . . hi mom. . no" The blonde groaned as she pinched the bridge of her nose "No I'm doing fine for money. . . no I. . no...mom please give the phone back to. . . okay you know what? I'll call you later. By mom" With an audible sigh of frustration Celia mader her way back to the living area and inspected her new Treks. They closely resembled her old pair, though they felt lighter and there wasn't any wobble in the front left wheel. "Very impressive" the blonde whistled at the skates as she held them up to the light "Everything has enough clearance, the suspension looks properly calibrated. . . I'd say you earned yourself a meal with this."
While he was busy with making her a new pair of treks, Celia would be on the phone trying to get a hold of the keys. Maru couldn't help but listen, not really paying attention to it until the mother had come on the phone. It was cute though he did wonder if she even had the key somewhere here. When Celia was done on the phone, his work was shown to her and got her approval, maybe even a bit of food to go with it. He smiled, elated that Celia approved of his craftsmanship.
"Glad you like it! It's the best I can do for now, but soon I'll be able to make you a real pair of treks fit for a Queen."
❖
▬ ▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ > R.E.A.D.: 215 (C-Rank) x > Team: N/A x > Road: Ring
R.E.A.D → [170] → Acceleration:70 → Battle Strength:25 → Stamina:50 → Jump:25 → Air Time:25 → Reaction:60 → Air Reaction:37.5
→ Air Tracks: Emperor's Glory
► A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough to provide maximum protection without adding necessary weight. Ride on two wheels
► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
---Road Tricks
-----→Impact Wind l Rank: C -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
-----→ Flame! l Rank:E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→ Afterburner l Rank C -------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
---Trick Passes -----→ Super Stride IV Sonic Boom l Rank: F | Stamina: 1 -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1 -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
-----→ In Step: Reverse Turn Stance l Rank: F | Stamina: 1 -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
---Custom Tricks
-----→ Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing -------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post
-----→ Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
▁ ▂ ▃ ▄ ▅ ▆ ▆ ▅ ▄ ▃ ▂ ▁
◤
With a smile Celia set the AT down on the coffee table in front of her TV and sauntered over to her spacious open air kitchen where she removed her jacket and rolled up her sleeves. In moments she was setting out various ingredients on the counter alongside knives, spices and oils. Behind her a wok was heating up on a low heat while she began mixing sauces together. In a smaller pot Celia brought oil to a higher heat as she breaded cubes of chicken dipped in egg wash and dropped them in where they hissed and bubbled as they fried. In the wok the blonde had noodles cooking and quickly had them draining in a collander while smearing the inside with oil before cracking an egg and scrambling its contents into the pan. In went the noodles, tossing alongside the eggs before the thick brown sauce was splashed onto the mixture, tossed again for a little over a minute, each flip bringing tongues of flame barking to life until the wok was emptied into a bowl, sprinkled with crushed peanuts, garnished with bean sprouts and pepper slices. On a smaller dish Celia laid the bits of fried chicken on a bed of fanned lettuce, alongside a ramekin of tonkatsu sauce topped with a button of japanese mayo. "Here" Celia smiled as she pushed the bowl and side dish toward the edge of her kitchen counter, Japanese and western cutlery on the side "Simple pad thai with chicken katsu on the side for you. Give me a minute to clean up and I can have a nice egg custard ready for you."
Komaru would lounge on the couch some as Celia stood up to go prepare a meal for the tuner that was to bring her to the skies. It felt nice to sit here. Much better than some of the benches across Tokyo. He leaned back in his chair and would feel his eyelids growing heavier. It was a good fight but soon, Komaru had fallen asleep as the sounds of cooking were happening in the background. In his dreams, the boy remembered back to when he was little and all the trips his parents had taken him on.Going to that super high tower in American, touring Italy, all that fun stuff. Yet in this dream, he was dressed like he was now. In full regalia. Maru tossed in his sleep a couple of times, sometimes letting out a soft whine before whimpering down. His dream would continue on for a bit until the tuner would awaken some time later and then sit up and waltz over towards the kitchen. He was still half asleep though the bowl of food being slid to him was delicious. In a matter of minutes, he would scarf down every last bit. The noodles were first (his favorite) and then moved onto the wok and chicken slices.
Once Maru was done with his onslaught, he leaned back and smiled at Celia.
"Thank you again! Maybe afterwards we can go run it off?"smile
❖
▬ ▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ > R.E.A.D.: 215 (C-Rank) x > Team: N/A x > Road: Ring
R.E.A.D → [170] → Acceleration:70 → Battle Strength:25 → Stamina:50 → Jump:25 → Air Time:25 → Reaction:60 → Air Reaction:37.5
→ Air Tracks: Emperor's Glory
► A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough to provide maximum protection without adding necessary weight. Ride on two wheels
► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
---Road Tricks
-----→Impact Wind l Rank: C -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
-----→ Flame! l Rank:E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→ Afterburner l Rank C -------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
---Trick Passes -----→ Super Stride IV Sonic Boom l Rank: F | Stamina: 1 -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1 -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
-----→ In Step: Reverse Turn Stance l Rank: F | Stamina: 1 -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
---Custom Tricks
-----→ Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing -------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post
-----→ Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
▁ ▂ ▃ ▄ ▅ ▆ ▆ ▅ ▄ ▃ ▂ ▁
◤
Celia giggles as she watched Komaru wolf down her meal. Honestly if this were the restaurant she'd have been a bit insulted but in a case where she had someone so grateful just for a meal that they practically inhaled their food, it made her feel a little fluttery in side. She could almost say it was cute. "I'm certainly down to get more cardio in" The blonde mused as she held her hand over the heat distorted air over the wok "I have a new trick I've been theorizing on and I want to do a little field work anyway"
Another chance to stretch his legs was always welcome in Komaru's book. He hopped out of his seat all giddy and would slip on his pair of treks as Celia would get working on...whatever it was that she would be doing in the kitchen. When the pink haired rider was ready, he scurried up to the female and would offer another eager smile.
"Ready whenever you are, Queen!" ^^
❖
▬ ▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ > R.E.A.D.: 215 (C-Rank) x > Team: N/A x > Road: Ring